Parse ForwardSpeed from UpdateMotion (0xF74C) InterpretedMotionState.
Feed server-echoed RunRate into the player's MotionInterpreter so
get_state_velocity produces the correct speed. Previously hardcoded
at 1.0 (4.0 m/s), now matches character's Run skill.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Port ACME's EnvCellManager portal visibility system:
- New CellVisibility class: BFS portal traversal from camera cell,
portal-side clip-plane test, FindCameraCell with grace period
- LoadedCell data populated during streaming (portals, clip planes,
world/inverse transforms, local AABB from CellStruct vertices)
- WorldEntity.ParentCellId tags interior entities for filtering
- InstancedMeshRenderer.Draw accepts optional visibleCellIds set —
interior entities whose parent cell isn't visible are skipped
- Conditional depth clear between terrain and static mesh when
camera is inside a cell (ACME GameScene.cs pattern)
When camera is outdoors, all interiors render (visibleCellIds=null).
When camera enters a building, only BFS-reachable cells render.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace the single-giant-buffer TerrainRenderer with TerrainChunkRenderer
that groups landblocks into 16×16 chunks, each with its own VAO/VBO/EBO.
Matches ACME's ChunkMetrics/ChunkRenderData/TerrainGPUResourceManager
pattern:
- Pre-allocated max-size VBO (~3.75MB) + EBO per chunk with DynamicDraw
- Incremental glBufferSubData uploads per landblock slot (no full rebuild)
- Fixed slot layout: slot = (localX * 16 + localY), vertBase = slot * 384
- EBO contains only indices for occupied slots → tight draw calls
- One DrawElements per chunk with chunk-level AABB frustum culling
- Empty chunks auto-dispose GPU resources
Streaming-friendly: add/remove a single landblock touches only its slot
in the chunk buffer, not the entire terrain.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaces the per-entity glUniform uModel path with a shared instance VBO and
DrawElementsInstanced. All instance model matrices are uploaded to GPU once per
frame; the VAO's per-instance attribute pointers (locations 3–6, divisor=1) are
updated with a byte-offset re-point per group so a single VBO serves all groups
without requiring DrawElementsInstancedBaseInstance (not in Silk.NET 2.23).
Changes:
- InstancedMeshRenderer: add _instanceVbo, _instanceBuffer scratch; EnsureUploaded
sets up mat4 instance attrs (locs 3–6) from the shared VBO; Draw builds the flat
float[] of all instance matrices once then calls DrawElementsInstanced per sub-mesh.
Drops the unused uint TerrainLayer attribute (loc 3 from vertex VBO) — mesh shaders
never used it. Adds InstanceGroup helper to track per-group buffer offsets.
- mesh_instanced.frag: replace sampler2DArray+uTextureLayer with sampler2D uDiffuse,
matching the existing TextureCache / individual-texture pipeline.
- mesh_instanced.vert+frag: track as committed files (were untracked).
- Shader.cs: add SetVec3 helper needed for uLightDirection uniform.
- GameWindow.cs: switch mesh shader load from mesh.vert/.frag to
mesh_instanced.vert/.frag.
Visual output is identical: same entities, same textures, same lighting constants
(SUN_DIR=(0.5,0.4,0.6), AMBIENT=0.25, DIFFUSE=0.75 — moved from frag to vert).
Build: clean. Tests: 431/431 green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Groups all (entity, meshRef) pairs by GfxObjId before drawing so each
GfxObj's sub-meshes are processed as a contiguous batch. Still uses
per-entity uniform uModel — visual output is identical to the old
StaticMeshRenderer — but the _groups dict is the structural prerequisite
for swapping to DrawElementsInstanced in the follow-up commit.
Key changes:
- New InstancedMeshRenderer.cs with CollectGroups() that fills
_groups[gfxObjId] = List<InstanceEntry> each frame, reusing the
inner List<> objects to avoid per-frame allocation.
- Same two-pass (opaque+clipmap first, translucent second) draw logic
from StaticMeshRenderer, now iterating over groups rather than raw
entity/meshRef pairs.
- GameWindow.cs: field and constructor swapped from StaticMeshRenderer
to InstancedMeshRenderer — public API is identical.
- 431 tests green, 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
TWO root causes for "character disappears when walking far":
1. MarkPersistent stored SERVER GUID but RemoveLandblock checked LOCAL
entity.Id — different namespaces, never matched. Fixed by adding
WorldEntity.ServerGuid field and checking it in RemoveLandblock.
2. Even with rescue working, the player entity stays in its SPAWN
landblock's entity list forever. When the player walks to a new
landblock and the spawn landblock gets frustum-culled, the entity
disappears because neverCullLandblockId is computed from the
player's current position (new landblock) but the entity is stored
in the old landblock.
Fixed by calling GpuWorldState.RelocateEntity every frame in the
player-mode update loop. This moves the entity from whatever
landblock it's currently in to the one matching its actual position.
The scan is O(entities) but only runs for one entity per frame.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
ROOT CAUSE: MarkPersistent(chosen.Id) stored the SERVER GUID (e.g.
0x5000000A) but RemoveLandblock checked entity.Id which is the LOCAL
sequential counter (e.g. 42). Different number spaces → never matched
→ persistent rescue never triggered → player entity lost on unload.
Fix:
- Added WorldEntity.ServerGuid field (0 for dat-hydrated scenery)
- Live entity spawn sets ServerGuid = spawn.Guid
- RemoveLandblock checks entity.ServerGuid against _persistentGuids
- MarkPersistent still stores the server GUID (correct)
This bug has been reported across multiple sessions as "character
disappears when walking far." The neverCullLandblockId fix only
prevented frustum culling but didn't prevent the entity from being
removed from the render list entirely.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Sprint 1a of the audit remediation plan.
Extracts the 4 movement sequence counters from inbound server messages
and echoes them in outbound MoveToState + AutonomousPosition instead
of hardcoded zeros:
- instanceSequence (slot 8 in CreateObject PhysicsData timestamps)
- teleportSequence (slot 4, also from PlayerTeleport 0xF751)
- serverControlSequence (slot 5)
- forcePositionSequence (slot 6, also from UpdatePosition 0xF748)
Source: holtburger player/types.rs:237-245, mutations.rs:182-706.
The server uses these to detect stale/reordered movement packets.
Previously all zeros → server couldn't distinguish epoch boundaries.
Changes:
- CreateObject.Parsed: +4 sequence fields extracted from timestamps
- UpdatePosition.Parsed: +3 sequence fields from trailing u16s
- WorldSession: tracks 4 counters, updates from CreateObject/
UpdatePosition/PlayerTeleport for the player's own GUID
- GameWindow: passes tracked values to MoveToState.Build and
AutonomousPosition.Build
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Rewritten AnimationSequencer from the decompiled pseudocode, then
carefully integrated into GameWindow using the same surgical approach:
only replace the frame interpolation source, keep the transform
composition pipeline (scale → rotate → translate → entity scale →
MeshRef) UNTOUCHED.
Key differences from the reverted attempt (e4dae3d):
- Sequencer returns raw PartTransform (Origin, Orientation) — NOT
pre-composed matrices. The existing transform pipeline consumes
these identically to the legacy slerp output.
- Legacy slerp path is kept as explicit fallback for entities
without a MotionTable.
- SetCycle called from both UpdatePlayerAnimation and
OnLiveMotionUpdated — adjust_motion handles left→right remapping
internally with negative framerate.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Complete pseudocode translation of the retail AC client's animation
system, extracted from chunk_00520000.c. Covers:
- Sequence::update_internal (1021 bytes, the core frame advance loop)
- Sequence::advance_to_next_animation (node transitions)
- Sequence::append_animation (queue management)
- MotionTableManager::PerformMovement (1878 bytes, full state machine)
- AddAnimationsToSequence (transition link → sequence nodes)
- GetStartFramePosition / GetEndFramePosition (reverse playback support)
- AdjustNodeSpeed (negative speed = swapped start/end frames)
Key findings:
- framePosition is a 64-bit DOUBLE, not float
- Negative speedScale swaps startFrame↔endFrame at the node level
- update_internal handles both forward and reverse in one loop
- Frame triggers fire at every integer boundary crossing
- The keyframe slerp lives in the renderer, not the sequencer
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
ROOT CAUSE FIX for missing left-side animations.
The AC client's MotionTable has NO cycles for TurnLeft (0x000E),
SideStepLeft (0x0010), or WalkBackward (0x0006). The real client
calls adjust_motion() which remaps these to their right-side
equivalents with NEGATIVE speed before looking up the cycle. Then
multiply_framerate() swaps LowFrame↔HighFrame so the animation
plays backward.
Source: ACE MotionInterp.cs:394-428, decompiled FUN_005267E0.
Changes:
- AnimationSequencer.SetCycle: adds adjust_motion block that remaps
left→right with speed *= -1 (TurnLeft, SideStepLeft) or
speed *= -0.65 (WalkBackward = BackwardsFactor)
- LoadAnimNode: when framerate < 0, swaps Low↔High (matching the
decompiled multiply_framerate)
- GameWindow.UpdatePlayerAnimation: passes original animCommand to
SetCycle (sequencer handles remapping internally), keeps legacy
fallback for non-sequencer entities
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Turn-left / strafe-left / walk-backward animations still not playing
despite the left→right fallback. Diagnostic logging added to
UpdatePlayerAnimation to capture exactly what happens when these
commands fire. Next session: check the log output, the issue may be
that UpdatePlayerAnimation is never called for these commands (the
priority logic skips turn when forward is active, etc.).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The left→right fallback resolved the cycle correctly but still passed
the original TurnLeft/SideStepLeft command to the sequencer. The
sequencer did its own internal cycle lookup with the left-side command
and found nothing → no animation played.
Fix: track which command actually resolved (after fallback) and pass
that to SetCycle so the sequencer's internal lookup matches.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
AC MotionTables typically define cycles for TurnRight and SideStepRight
but not TurnLeft/SideStepLeft — the left variants reuse the right-side
animation played in reverse. When the left-side command doesn't resolve
to a cycle, fall back to the right-side equivalent so the player isn't
stuck in idle pose.
Fallback map:
TurnLeft (0x000E) → TurnRight (0x000D)
SideStepLeft (0x0010) → SideStepRight (0x000F)
WalkBackward (0x0006) → WalkForward (0x0005)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The sequencer was initialized at spawn but never notified when the
player started walking/running/turning. UpdatePlayerAnimation and
OnLiveMotionUpdated both updated the legacy slerp fields but the
sequencer path in TickAnimations reads from Sequencer.Advance(dt),
which stayed at the initial idle cycle.
Fix: both methods now call ae.Sequencer.SetCycle(style, motion) when
the sequencer exists, alongside the legacy field updates (which serve
as fallback for entities without a sequencer).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Surgical integration that ONLY replaces the frame interpolation path,
preserving the exact transform composition pipeline that builds MeshRefs.
The key insight from the reverted attempt: the sequencer's Advance(dt)
returns raw (Origin, Orientation) per part — these feed into the SAME
transform composition as before:
CreateScale(defaultScale) * CreateFromQuat(orientation) * CreateTranslation(origin)
then * scaleMat for entity ObjScale
then → MeshRef with template GfxObjId + SurfaceOverrides
What changed:
- AnimatedEntity gains optional Sequencer field
- DatCollectionLoader created once at dat-open time
- Entity registration creates sequencer when MotionTable is loadable
- TickAnimations: if sequencer exists, Advance(dt) produces per-part
transforms; otherwise falls back to Phase 6.5 manual slerp
- Transform composition + MeshRef building is UNCHANGED
What was NOT changed (the previous attempt broke these):
- Per-part defaultScale application
- Entity ObjScale (scaleMat) multiplication
- PartTemplate GfxObjId + SurfaceOverrides forwarding
- The entire MeshRef construction block
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Wire the new AnimationSequencer into per-entity animation playback:
- Added `Sequencer` field to `AnimatedEntity`; populated at spawn time
by loading the entity's MotionTable and calling SetCycle on the resolved
idle (style, motion) so playback starts immediately.
- Added `_animLoader` (DatCollectionLoader) initialized alongside `_dats`
so sequencer instances share a single animation loader.
- `TickAnimations`: when an entity has a sequencer, calls `seq.Advance(dt)`
and reads back `PartTransform[]` instead of doing manual frame-index math
and Quaternion.Slerp. Falls back to the Phase 6.5 manual slerp for entities
whose MotionTable couldn't be loaded (missing dat / offline mode).
- `OnLiveMotionUpdated`: calls `sequencer.SetCycle(style, motion)` when
available so motion changes prepend transition-link frames for smooth blending.
- `UpdatePlayerAnimation`: same — calls `sequencer.SetCycle(NonCombatStyleFull, cmd)`
on motion changes; also creates a sequencer when the player entity is
lazy-registered for the first time.
The existing manual-slerp fallback is kept verbatim so behavior is unchanged
for any entity that can't be backed by a sequencer. Build clean, 426 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Four fixes from the ACME StaticObjectManager cross-reference:
1. GfxObjMesh: normalize vertex normals (1d). Dat normals may not be
unit-length; without normalization, lighting is wrong per-vertex.
2. SetupMesh: add third-fallback placement frame (2a). If neither
Resting nor Default exists, use the first available frame from
PlacementFrames. Matches ACME's GetDefaultPlacementFrame.
3. SceneryGenerator: building cell exclusion (4d). Compute which
terrain vertices have buildings (from LandBlockInfo.Objects +
Buildings), skip scenery spawns in those cells. Prevents trees
from spawning inside building footprints.
4. SceneryGenerator: slope filter (4e). Compute terrain normal Z at
each displaced position and check against ObjectDesc.MinSlope /
MaxSlope bounds. Prevents trees from spawning on cliff faces.
Also confirmed 4f (scenery Z=0) is NOT a bug — GameWindow's hydrator
lifts scenery to terrain Z at line 1213. The Z=0 in SceneryGenerator
is a placeholder correctly overridden at render time.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two fundamental terrain fixes based on the AC2D + holtburger deep dive:
1. Terrain split formula: replaced WorldBuilder's physics-path formula
(214614067/1813693831) with AC2D's render-path formula (0x0CCAC033,
0x421BE3BD, 0x6C1AC587, 0x519B8F25). The two produce different splits
for some cells. Since the render mesh uses this formula, the physics
Z sampler must match it to avoid misalignment on slopes.
2. Triangle-aware Z: replaced bilinear interpolation in TerrainSurface
with per-triangle barycentric interpolation. Each cell is split into
two triangles (using the same AC2D formula). SampleZ determines which
triangle the query point falls in, then interpolates within that
triangle. This produces Z values that exactly match the visual terrain
mesh — no more slope clipping.
Removes the multi-point Z sampling hack from PlayerMovementController
(no longer needed with exact triangle Z).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. Terrain culling: TerrainRenderer.Draw now accepts neverCullLandblockId,
matching StaticMeshRenderer. Both renderers skip frustum-culling the
player's current landblock. Previously only entities were exempt but
the terrain under the player still disappeared when looking away.
2. Yaw drift on Tab toggle: render loop stores rotation as Yaw - PI/2
(AC model facing offset), but yaw extraction on re-entering player
mode didn't compensate. Each Tab cycle rotated the player 90 degrees.
Now adds PI/2 back when extracting from the quaternion.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. Slope clipping: replaced single foot-forward Z sample with 4-point
sampling (forward, back, left, right at 0.7 units). Takes the max Z
across all samples so both uphill and downhill slopes keep feet above
the terrain mesh surface. Removed the +0.1 Z bias entirely.
2. Player culling: replaced per-entity scan (alwaysVisibleEntityId) with
per-landblock skip (neverCullLandblockId). The player's current
landblock is computed from _playerController.Position and passed to
the renderer. Simpler, faster, and more reliable.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Three fixes for user-reported movement bugs:
1. Character disappears far from spawn: streaming observer now computed
from _playerController.Position when player mode is active, instead
of _lastLivePlayerLandblockId which only updates from server echoes
(never for autonomous moves). The 5x5 streaming window now follows
the player as they walk.
2. Jump physics from ACE: JumpImpulse=5.0 and GravityAccel=9.8
matching AC's formula: velocity_z = sqrt(height * 19.6) where
height = BurdenMod * (JumpSkill / (JumpSkill + 1300) * 22.2 + 0.05)
For a new char (skill=100, burden=50%): height≈1.31, vz≈5.07.
3. Gravity reduced from 20 to 9.8 (AC's F_GRAVITY constant).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Three user-reported movement fixes:
1. Player disappears when facing away: StaticMeshRenderer now accepts
an alwaysVisibleEntityId. When a culled landblock contains the
player entity, it is still drawn. Prevents the frustum culler from
hiding the player character when they walk far from their spawn
landblock.
2. Jump too high: JumpImpulse reduced from 10.0 to 3.5 (placeholder;
retail scales by Jump skill value from the server).
3. Slope Z alignment: replaced the frame-delta slope bias with a
foot-forward sampling approach — sample terrain Z at 1 unit ahead
in the walk direction and use max(center, foot) as the ground Z.
Handles multi-grade slopes where the terrain rises faster than a
single-point sample tracks.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two targeted fixes for user-reported movement bugs:
1. Wall bounce: PortalPlane.FromVertices now accepts ALL polygon vertices
(not just 3) for accurate centroid + bounding radius. IsCrossing uses
2D (XY) distance check with tight radius (no multiplier) to prevent
wall faces from triggering false indoor transitions. Walking along a
building wall no longer launches the player into the air.
2. Slope alignment: PlayerMovementController adds a slope-proportional
Z bias when walking uphill (up to +0.8 on steep slopes, grounded
only). Prevents feet from sinking into the visual terrain mesh on
slopes where the physics sample point lags the render surface.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Four targeted fixes for user-reported movement/visual bugs:
1. Player entity disappearing: GpuWorldState now supports persistent
entities (MarkPersistent/DrainRescued). The player character survives
landblock unloads and gets re-injected into the streaming window at
the current center landblock.
2. Feet sinking into terrain: +0.15 Z bias in PlayerMovementController
keeps the character model above terrain z-fighting edge cases.
3. Camera after portal teleport: ChaseCamera.Update now called
immediately after teleport snap so the camera recenters on the new
position instead of lingering at the pre-teleport location.
4. Scenery on roads: SceneryGenerator now checks road status at the
final displaced position (not just the origin vertex), catching
objects that drift from non-road vertices onto road cells.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
PlayerTeleport (0xF751) is a standalone GameMessage (u16 sequence,
align-4). When received, WorldSession fires TeleportStarted(uint sequence).
GameWindow subscribes: OnTeleportStarted sets PlayerMovementController.State
= PortalSpace, freezing all WASD/physics input. OnLivePositionUpdated
detects arrival (different landblock or >100 unit jump on our character guid),
recenters the streaming origin, resolves physics for ground Z, snaps the
player entity + controller, returns State to InWorld, and sends
GameActionLoginComplete directly (matching holtburger's PlayerTeleport
handler: send_login_complete on every portal transition).
PlayerMovementController gains PlayerState enum + early-return guard: if
State == PortalSpace, Update() returns a zero-movement result immediately
so no MoveToState / AutonomousPosition messages are emitted during transit.
WorldSession gains ResetLoginComplete() for callers that need to re-arm
the latch (documented; not called by the teleport path since we send
LoginComplete directly rather than through the PlayerCreate latch).
Opcode source: holtburger/crates/holtburger-protocol/src/opcodes.rs:84
Wire layout: holtburger/crates/.../movement/messages/teleport.rs
Build: 0 errors. Tests: 283 passed, 0 failed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
StepUpHeight: when Tab enters player mode, read Setup.StepUpHeight from the
player entity's dat and apply it to the controller (fallback 2f for non-Setup
entities or when the dat value is zero). Previously hardcoded to 5.0 which
made step-up too permissive.
Road exclusion: SceneryGenerator now skips terrain vertices where bits 0-1 of
the raw terrain word are non-zero. These bits encode the road type (GetRoad()
in ACViewer's Landblock.cs). Trees, rocks and bushes will no longer be placed
on road surfaces.
Added SceneryGenerator.IsRoadVertex(ushort) public helper + 9 unit tests
(theory + fact) verifying the road-bit convention matches TerrainInfo.Road.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Removes all [PLAYER], [PLAYER-INIT], [PLAYER-ANIM] diagnostic dump
lines now that walking, camera, and animation are verified working.
Updates PhysicsEngineTests.Resolve_EnterIndoorCell to match the new
behavior (outdoor→indoor transition disabled in the B.2 MVP): the
test now asserts the player stays outdoor at terrain Z instead of
transitioning to the indoor cell.
265 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two fixes:
1. Camera side-view: AC character models face +Y in their default
orientation, but our yaw convention has +X at yaw=0. Added a
-PI/2 offset to the character's rotation so the model faces
the actual walk direction. Camera was already correct — it was
the model rotation that was 90 degrees off.
2. No walk animation: UpdatePlayerAnimation loaded the Setup
directly from dats, but Setup.DefaultMotionTable is 0 for human
characters — the real motion table comes from the server's
PhysicsDescriptionFlag.MTable field in CreateObject. Without
the override, GetIdleCycle returned null for every command.
Now stores _playerMotionTableId from the spawn event and
passes it as motionTableIdOverride to GetIdleCycle.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two fixes for the "position never changes when walking" bug:
1. StepUpHeight was 1.0 units — too tight. The player started at
Z=92.2 (ACE relocation from previous session) but terrain Z was
~94, so every movement attempt had a Z delta of 1.8 which
exceeded the limit. Increased to 5.0 (forgiving for MVP; AC
default for humans is ~2 from Setup.StepUpHeight).
2. Initial position now resolves through PhysicsEngine with a huge
step height (100) to snap to the correct terrain Z regardless
of where the server-sent Z currently is. With indoor transitions
disabled, this always produces the outdoor terrain height.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Three more fixes from the diagnostic dump:
1. Initial position: PhysicsEngine.Resolve was mapping the player
into an indoor EnvCell (foundry at Z=66) when they're standing
on outdoor terrain at Z=93+. The cell-containment check was too
aggressive for initial placement. Now uses the server-sent
position directly — the server already gave us a valid position.
2. Yaw unbounded: mouse delta accumulated without wrapping, growing
to 24+ radians. Now wraps to [-PI, PI] after every turn.
3. Turn command spam: MouseDeltaX > 0.5 threshold was too low for
raw pixel deltas. Any mouse jitter triggered turnCmd flips every
frame → stateChanged=True → MoveToState flood to the server.
Mouse turning now only affects yaw directly; turn COMMANDS only
come from A/D keyboard (matching retail client behavior where
mouse-look doesn't generate a TurnRight/TurnLeft command).
265 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. Underground on Tab: SetPosition used a hardcoded cell ID (0x0001)
and the entity's raw world position without physics resolution.
Now runs PhysicsEngine.Resolve with zero delta to snap the
initial position to the correct terrain Z before the first frame.
2. No animation: UpdatePlayerAnimation required the player entity
to already be in _animatedEntities, but post-spawn UpdateMotion
could have removed it (Phase 6.8 pattern). Now re-registers the
entity with a fresh Setup + PartTemplate if it's missing from
the animated set, so walk/run/turn cycles always resolve.
3. Side view (no turning): OnCameraModeChanged only set CursorMode.Raw
for isFlyMode=true, so entering chase mode (isFlyMode=false) put
the cursor in Normal mode and mouse deltas weren't captured. Now
sets Raw cursor for both fly AND player mode.
Also derives the initial yaw from the player entity's server-sent
rotation quaternion instead of hardcoding PI/2, so the camera starts
facing the direction the character was facing when Tab was pressed.
265 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Tab toggles between fly mode and player-controlled ground movement
when a live session is in-world. WASD walks/runs, A/D + mouse X
turns the character, Z/X strafes, Shift runs. PhysicsEngine resolves
positions against terrain each frame.
MoveToState sent on motion state changes (start/stop walking,
direction change, speed change). AutonomousPosition heartbeat sent
every ~200ms while moving. Walk/run/turn/idle animations resolved
locally via MotionResolver and played through the existing
TickAnimations path. ChaseCamera follows in third-person, mouse Y
adjusts camera pitch.
Tab on Escape also exits player mode gracefully. Mouse delta is
accumulated in the mouse-move callback and consumed+reset each
OnUpdate frame (no accumulation drift).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Populates the collision engine with TerrainSurface + CellSurface
entries when landblocks stream in, removes them when they stream
out. CellSurface vertices are transformed from cell-local to world
space using EnvCell.Position orientation + origin.
Phase B.2 (player movement mode) will call PhysicsEngine.Resolve()
to get collision-validated positions before sending them to the
server.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
VSync was locking the framerate to 32fps (half of 60Hz) because
frames consistently took slightly over the 16.67ms budget. With
VSync off the perf overlay shows the true framerate so we can
measure the actual impact of frustum culling and future optimizations.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Updates the window title every ~0.5s with:
FPS | frame time (ms) | visible/total landblocks | entity count | animated count
Example: "acdream | 60 fps | 16.7 ms | lb 12/25 visible | ent 847 | anim 19"
Zero rendering cost — uses Silk.NET's window title setter, no font
renderer or GPU overlay needed. The visible/total landblock ratio
makes Phase A.2 frustum culling's impact visible at a glance: turning
the camera should show the visible count drop as landblocks behind
the camera get culled.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Per-landblock AABB culling against the view frustum. Each loaded
landblock has a 192×192 XY footprint + a Z range derived from the
terrain vertex min/max (padded +50 above / -10 below for entities
on top and basements). One AABB test per landblock per frame;
landblocks fully outside the frustum skip ALL their terrain draws
and entity draws (both opaque and translucent passes).
GpuWorldState gains SetLandblockAabb + LandblockEntries (per-landblock
iteration with AABB data). TerrainRenderer.Draw and
StaticMeshRenderer.Draw both accept an optional FrustumPlanes and
skip culled landblocks. GameWindow.OnRender extracts FrustumPlanes
from camera.View * camera.Projection and passes to both.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
User reported that some NPCs (Pathwarden, Town Crier) didn't breathe.
Diagnostic logging revealed:
1. Both NPCs are correctly registered as animated at CreateObject
time with the standard 30fps human breath cycle (anim=0x03000001).
2. Immediately after spawn the server sends an UpdateMotion with
stance=0x0003 cmd=0x0000 for these NPCs.
3. MotionResolver.GetIdleCycle returned NULL for that combination,
because StyleDefaults didn't have an entry for stance=3.
4. OnLiveMotionUpdated treated the NULL as "switch to a static pose"
and removed the entity from _animatedEntities.
Two fixes:
A. MotionResolver.ResolveIdleCycleInternal — when stance is set but
StyleDefaults has no entry for it, fall back to the table's
DefaultStyle/DefaultSubstate instead of returning null. The
server-supplied stance was just an unmappable override; the table
default is the correct "I have no better information" answer.
Pulled the table-default lookup into a small TryGetTableDefault
helper so both fallback paths use the same code.
B. OnLiveMotionUpdated — never REMOVE an animated entity. If the
re-resolved cycle is bad (null, framerate=0, or single-frame),
leave the existing cycle running so the entity continues to
breathe with whatever it already had. The defensive "remove on
re-resolve failure" was the bug — it silently un-registered NPCs
the moment the server sent any partial motion update.
Together these mean: any NPC that successfully registers as animated
at spawn stays animated, even if the server's subsequent motion
updates are incomplete or use stance values our resolver doesn't
have a mapping for.
Strips the [BREATHE] and [MOTION] diagnostic spew added during the
investigation now that the cause is identified.
220 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fourth Phase A.1 hotfix. Terrain rendered correctly after the 0xFFFF
fix and the canonicalize fix, but live NPCs and weenies remained
invisible. Root cause: in OnUpdate the live session was draining its
incoming-message queue BEFORE the streaming controller had a chance
to load the initial 5×5 window. The first frame's order was:
1. _liveSession.Tick() — drains the post-login CreateObject flood
(40+ NPCs + items at the player's spawn landblock)
2. _streamingController.Tick() — first call, loads the 5×5 window
AppendLiveEntity is a no-op when its target landblock isn't loaded
yet. So all 40+ spawns landed in step 1 before any landblock existed
in GpuWorldState, were silently dropped, and never came back even
after the landblocks finished loading in step 2.
Fix: swap the order. Streaming runs first so the initial window
exists in GpuWorldState before any CreateObject events drain. This is
correct because the streaming Tick is now synchronous (per the
531c9f9 hotfix) — by the time it returns, all landblocks in the
window are loaded and ready for AppendLiveEntity to find them.
A more robust solution would be a pending-spawn list inside
GpuWorldState that backfills entities when their landblock loads
later. That stays as a future improvement; the simple reorder is
correct for the dominant case (login → flood of spawns into the
already-known initial landblock).
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Critical hotfix for the first live run of streaming. User reported
terrain rendered as "a giant ball with spikes with textures on" and
the log showed concurrent-read corruption:
streaming: load failed for 0xA8B3FFFE: ArgumentOutOfRangeException
at AcDream.Core.World.LandblockLoader.Load ... line 18
Line 18 is `dats.Get<LandBlock>(landblockId)`. Root cause: my spec
claimed DatCollection is thread-safe for reads. It isn't. DatCollection
delegates to per-dat DatDatabase instances holding file handles + cache
dictionaries + buffer readers, none of which have locks. The streaming
worker's BuildLandblockForStreaming was reading dats concurrently with
the render thread's ApplyLoadedTerrain and OnLiveEntitySpawned, which
corrupted the internal caches and returned half-populated LandBlock
objects whose Height[] array contained garbage values. Garbage Z
coordinates in the terrain mesh produced the "ball with spikes"
distortion.
Fix: add a single lock object `_datLock` on GameWindow and wrap the
three entry points that read dats on competing threads:
- BuildLandblockForStreaming (worker thread)
- ApplyLoadedTerrain (render thread via StreamingController.Tick)
- OnLiveEntitySpawned (render thread via WorldSession events)
Each is split into a public wrapper that takes the lock and a private
...Locked helper with the original body, so the locking surface is
minimal and easy to audit. The lock is re-entrant per C# semantics,
so nested helper calls within BuildLandblockForStreamingLocked don't
double-acquire.
Contention is acceptable for the MVP: worker loads hold the lock for
tens of milliseconds at most (a single landblock's CPU build), and
the render thread's dat reads are typically <1μs cache hits. A future
pass can reduce contention by pre-building the render-thread work on
the worker and passing it through the completion outbox.
Also updates the spec's erroneous thread-safety claim note in a
follow-up commit once visual verification confirms the fix works.
212 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Task 7 shipped the streaming MVP with stabs only; this commit ports
the pre-streaming scenery generator and EnvCell interior walker
into BuildLandblockForStreaming so every streamed landblock now
carries the full entity set the old one-shot preload produced.
Scenery (trees/rocks/bushes) from SceneryGenerator.Generate runs
per-landblock on the worker thread with a landblock-derived id
namespace (0x80000000 | (lbId & 0x00FFFF00) | local_index) so
scenery ids don't collide across landblocks.
Interior (EnvCell walls/floors/ceilings via Phase 7.1 CellMesh
plus static interior objects) runs on the worker thread with a
0x40000000-based id namespace. Cell sub-meshes are pre-built on
the worker and handed to the render thread via a
ConcurrentDictionary<uint, IReadOnlyList<GfxObjSubMesh>> which
ApplyLoadedTerrain drains before its per-MeshRef upload loop.
The per-MeshRef upload loop in ApplyLoadedTerrain now skips
non-0x01xxxxxx ids (EnvCell synthetic ids, Setup ids) so it no
longer attempts GfxObj.Get on ids that aren't GfxObj dat records.
The cross-thread cell-mesh dictionary is the only shared mutable
state between the worker and render threads — everything else
flows through the Channel<LandblockStreamResult> outbox.
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaces the one-shot 3×3 preload in OnLoad with
StreamingController + LandblockStreamer. Runtime-configurable
window radius via ACDREAM_STREAM_RADIUS (default 2 → 5×5). OnUpdate
drives StreamingController.Tick once per frame with the current
observer landblock coordinates (camera-offset in offline, player
last-known in live).
_entities flat list replaced by GpuWorldState.Entities. Live
CreateObject handler uses GpuWorldState.AppendLiveEntity instead of
the old list-rebuild-and-replace pattern. Streamer is disposed in
OnClosing before GL teardown so the worker thread is joined before
we release resources.
Terrain build dependencies (heightTable, blendCtx, surfaceCache) are
stored as fields so ApplyLoadedTerrain can call LandblockMesh.Build
on the render thread without re-deriving them per landblock.
ICamera.Position fix: offline observer coordinate uses
_cameraController.Fly.Position (FlyCamera exposes Position; ICamera
does not), which is always up-to-date regardless of active camera mode.
MVP scope: stabs only. Scenery (trees/rocks/bushes) and interior
(EnvCell walls/floors + static objects) will land in Task 8 and
are currently DROPPED from streamed landblocks. The offline view
will show terrain + stabs but no vegetation and no building
interiors until Task 8 lands. Live mode is unaffected since
CreateObject spawns come through a different path.
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
TerrainRenderer's internal landblock collection is now a Dictionary
keyed by landblock id so the streaming system can release GPU
resources per-landblock as the visible window moves. AddLandblock
takes the id as its first parameter; if the same id is added twice,
the old buffers are freed before the new ones land (defensive but
cheap). RemoveLandblock is a no-op for unknown ids and deletes
VBO/EBO/VAO for known ones.
Single existing caller in GameWindow.cs updated to pass the id.
Build green. No unit tests — direct-to-GL methods need a live context.
Tasks 5-7 will validate end-to-end.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Makes NPCs and other server-spawned entities actually move and
transition animations based on the live server feed. Before this,
Phase 6.6/6.7 only parsed the messages and fired events that nothing
consumed, so NPCs stayed frozen at their CreateObject spawn point
playing one idle cycle forever.
Changes:
- GameWindow now keeps a parallel _entitiesByServerGuid dictionary
built at CreateObject hydration time so motion / position updates
can find the target entity by its server guid.
- WorldEntity.Position and Rotation become get/set (like MeshRefs did
in Phase 6.4) so the position-update handler can reseat an existing
entity in place without reallocating MeshRefs.
- OnLiveMotionUpdated re-resolves the cycle via MotionResolver using
the server's new (stance, forward-command) override and either
swaps the AnimatedEntity's current cycle or removes it from the
animated set if the new pose is static.
- OnLivePositionUpdated translates the new landblock-local position
into acdream world space (same math as CreateObject hydration) and
writes it back onto the entity.
Subscriptions are added alongside the existing EntitySpawned hook so
the three handlers run synchronously on the UDP pump thread, matching
the existing pattern.
194 tests green (98 Core + 96 Core.Net).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Server sends UpdateMotion whenever an entity's motion state changes:
NPCs starting a walk cycle, creatures switching to a combat stance,
doors opening, a player waving, etc. Phase 6.1-6.4 already handles
rendering different (stance, forward-command) pairs for the INITIAL
CreateObject, but without this message NPCs freeze in whatever pose
they spawned with and never transition to walking/fighting.
Added UpdateMotion.TryParse with the same ServerMotionState the
CreateObject path uses, reached via a slightly different outer
layout (guid + instance seq + header'd MovementData; the MovementData
starts with the 8-byte sequence/autonomous header this time rather
than being preceded by a length field). Only the (stance, forward-
command) pair is extracted — same subset CreateObject grabs.
WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C
body parses successfully. The App-side wiring (guid→entity lookup
and AnimatedEntity cycle swap) is intentionally deferred to a
separate commit because it touches GameWindow which is currently
being edited by the Phase 9.1 translucent-pass work.
89 Core.Net tests (was 83, +6 for UpdateMotion coverage).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The first-30-spawns dump was one-shot diagnostic to find the HighFrame=-1
sentinel bug. User confirmed breathing works post-fix (15 animated
entities registered at spawn 60, zero single-frame rejections — all
remaining rejections are framerate=0 static objects like chests,
doors, wells, which legitimately shouldn't idle-animate). The summary
animated-count line stays since it's useful for ongoing debugging.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Diagnostic spawn dump revealed the player character arrives with
`low=0 high=-1 framerate=30.00 partFrames=33`. The -1 is ACViewer's
"play the whole animation" sentinel (see
references/ACViewer/.../Physics/Animation/AnimSequenceNode.cs:96-113
set_animation_id). My Phase 6.1 code used the raw int values, so
the downstream registration filter evaluated `HighFrame(-1) > LowFrame(0)`
as false and threw away every animated entity whose AnimData used the
sentinel — which, from the live dump, appears to be basically all of
them.
MotionResolver.GetIdleCycle now does the same four-step clamp ACViewer
does: -1 HighFrame → NumFrames-1, clamp LowFrame and HighFrame to
NumFrames-1, and collapse to LowFrame if LowFrame > HighFrame. The
IdleCycle carried up to GameWindow is always in terms of real frame
indices the playback loop can step through. Static poses (framerate==0
or single frame after resolution) still skip registration correctly.
168 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The user reported the ground-floor of buildings flickers between the
cell mesh floor and the terrain polygon underneath. Classic Z-fight:
both surfaces are coincident in Z because buildings rest ON the
terrain, and depth-buffer precision picks a winner per-pixel per
frame. Add a 2cm Z lift to every EnvCell transform so the cell floor
wins cleanly. Human-scale invisible.
Separately: NPCs in Phase 6.4 aren't visibly breathing. To tell
whether they're being rejected by our registration filter (framerate
== 0, single-frame cycle, or one-frame animation) vs. just having
short cycles the user can't see, add four rejection counters around
the idleCycle check and print them in the summary line next to the
other spawn diagnostics. Next run will tell us exactly which bucket
eats NPCs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>